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Snapshot release for testing 0.4

Started by hailstone, 25 March 2011, 05:33:39

hailstone

This is for people on Windows who want to help test but don't want to compile the source. Compiled with the Debug Edition option. (Commit 346c51c512eb6603..)

Executable with pdb. (put the images in data/core/misc_textures)
DLL Files available in the windeps package in bin folder.
Data Files snapshot using repository browser. If you have data files already you shouldn't need this.
Just Shibboleth tech, included in the above.

Quote from: wciowThe data dir was set incorrectly. The 0.3.2 set up has the executables in the "bin" folder and the data in the "share" folder. Moving the contents of the bin directory into share\glestae (as in the classic glest structure) solved the problem.
Creating a shortcut with "-datadir path" set to where your data is should work too.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

wciow

Couldn't get this to work  :(

I copied the binary and pdb over and all of the dlls. The game starts but instantly crashes without an error message.

Heres the crash.txt:

[spoiler]Crash
Version: Advanced Engine git-master_dev_edition
Time: Fri Mar 25 11:30:12 2011
Description: Unknown exception code

Call Stack:
  Frame       Code address
  0x00C5C068  0x76DAB727 RaiseException+0x58
  0x00C5C0A8  0x01882042 _CxxThrowException+0x52 at throw.cpp(161)
  0x00C5C234  0x0181E9B6 Shared::PhysFS::IFileStreambuf::IFileStreambuf+0x1e6 at ifile_streambuf.cpp(43)
  0x00C5C280  0x0180D164 Shared::PhysFS::IFileStream::IFileStream+0xa4 at ifile_stream.cpp(29)
  0x00C5C354  0x017D33FC Shared::PhysFS::FSFactory::getIStream+0xec at fsfactory.cpp(152)
  0x00C5E648  0x017C5A9E Shared::Util::Properties::load+0xde at properties.cpp(45)
  0x00C5ECF0  0x014218B6 Glest::Global::Lang::setLocale+0x186 at lang.cpp(40)
  0x00C5EF00  0x014E980D Glest::Main::Program::Program+0x26d at program.cpp(132)
  0x00C5F9B0  0x014E7DE2 Glest::Main::glestMain+0x5a2 at main.cpp(170)
  0x00C5F9C0  0x014E8AA0 main+0x10 at main.cpp(225)
  0x00C5FA0C  0x01893467 __tmainCRTStartup+0x117 at crt0.c(266)
  0x00C5FA14  0x0189333F mainCRTStartup+0xf at crt0.c(182)
  0x00C5FA20  0x76CB3677 BaseThreadInitThunk+0x12
  0x00C5FA60  0x777D9F02 RtlInitializeExceptionChain+0x63
  0x00C5FA78  0x777D9ED5 RtlInitializeExceptionChain+0x36[/spoiler]

I've saved a copy of the pdb if you need it  :thumbup:
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

hailstone

The call stack points to "Couldn't open file '" as the error message but it crashes too early to tell you.

I've reuploaded the executable package with a couple of images that were added since 0.3.x, put them in data/core/misc_textures. I also added glew32.dll to win_deps.

The other reason could be config directory or data directory isn't set right for you (although it should be using your home directory for config and same directory as exe for data). Try loading with command line args "-configdir path -datadir path". stdout.txt will tell you what it's using currently.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

wciow

Quote from: hailstone on 25 March 2011, 23:34:19

The other reason could be config directory or data directory isn't set right for you (although it should be using your home directory for config and same directory as exe for data).


The data dir was set incorrectly. The 0.3.2 set up has the executables in the "bin" folder and the data in the "share" folder. Moving the contents of the bin directory into share\glestae (as in the classic glest structure) solved the problem.

On a side note, are you planning to move back to the classic VG/MG "all-in-one" structure or stick with the seperate folders? Personally I like the seperate user folder for settings and mods but dislike the seperate bin/data setup in the install folder.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

hailstone

That makes sense. I have mine setup with seperate user folder and bin/data together. I'm not sure if we're planning to move back to the classic VG/MG "all-in-one" structure, I haven't had much to do with the current installer.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

Yggdrasil

If there's no problem with current installer i would like to leave it as it is. Makes it easier in cmake/cpack because we share the same install routines on all platforms.

Omega

Quote from: Yggdrasil on 26 March 2011, 13:46:49
If there's no problem with current installer i would like to leave it as it is. Makes it easier in cmake/cpack because we share the same install routines on all platforms.
I liked the old way, but now I'm pretty much used to the current structure. I'll take either, but we should strive for consistency.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

-Archmage-

Pretty much everyone is used to the old way, I would like a return to it.

Psychedelic_hands

I don't even care... I mostly use the Add-ons folder now anyway... So I kinda prefer the new set up.

ultifd

#9
Well, I guess as long as you mention that in a readme, it should be OK. Will possibly be better for the merge too, since MG changed to the same format with mydata/mod download center.

Zoythrus

i support the Addons folder. i hope we keep it, it makes things so much easier.

i have a question for you guys, when do you think that 0.4 will be ready for release?

ultifd

Well Zoy, I don't think they can give a release date but hopefully around in the middle of April...
Looks like whenever all of these things are tested, https://forum.megaglest.org/index.php?topic=6747.msg69955#msg69955 (I think I can try to test maybe half of those...do you think you could test ones like transporting?)

Zoythrus

i tested transporting a while ago, and learned (much to my surprise) that guys fired out of transports just fine, even if the transport is moving!